PlayerSetup.ini

Table of Contents

Certain information about the player does not change from level to level during a game so it can be defined in an INI file and not in an entity in each level. The file used to hold this information is called PlayerSetup.ini. The format of this file is as follows:

The information is broken down into sections, with each section headed by the section name in square brackets.

[Animations]

These are the names of the animations used for the 3rd person actor. These animations are the default animations used by the player and can be overridden by animations defined in the 3rd person weapons definition.

idle idle animation
walk walking animation
run running animation
jump jumping animation
starttojump start to jump animation
fall falling animation
land landing animation
slidetoleft strafe (slide) to left animation
slideruntoleft strafe (slide) running to left animation
slidetoright strafe (slide) to right animation
slideruntoright strafe (slide) running to right
crawl walking crouched animation
crouchidle crouched idle animation
crouchstarttojump start to jump from a crouch animation
crouchland land in a crouch animation
crawlslidetoleft crawl strafe (slide) to left animation
crawlslidetoright crawl strafe (slide) to right animation
idletowalk transition animation from idle to walking
idletorun transition animation from idle to running
walktoidle transition animation from walking to idle
crawltoidle transition animation from crawling to crouching
idletocrouch transition animation from idle to crouching
crouchtoidle transition animation from crouching to idle
swimtotread transition animation from swimming to treading
treadtoswim transition animation from treading to idle
idletotread transition animation from idle to treading
swimtowalk transition animation from swimming to walking
walktoswim transition animation from walking to swimming
swim swimming animation
treadwater tread water or floating animation
walkback walking backward animation
runback running backward animation
crawlback crawl backward animation
swimback swimming backward animation

The following animations deal with weapons. Each action performed requires two animations, one for up and one for down. These animations are blended together to produce an animation that reflects where the player is looking. The up animation is how the player would look when shooting or aiming up at the maximum angle. The down animation is how the player would look at the maximum look down angle.

shootup idle attack up animation
shootdwn idle attack down animation
aimup transition animation from attack up to idle
aimdwn transition animation from attack down to idle
walkshootup walking attack up animation
walkshootdwn walking attack down animation
runshootup running attack up animation
runshootdwn running attack down animation
slidetoleftshootup strafe (slide) attack to left up animation
slidetoleftshootdwn strafe (slide) attack to left down animation
slideruntoleftshootup strafe (slide) running attack to left up animation
slideruntoleftshootdwn strafe (slide) running attack to left down animation
slidetorightshootup strafe (slide) attack to right up animation
slidetorightshootdwn strafe (slide) attack to right down animation
slideruntorightshootup strafe (slide) running attack to right up animation
slideruntorightshootdwn strafe (slide) running attack to right down animation
jumpshootup jumping attack up animation
jumpshootdwn jumping attack down animation
fallshootup falling attack up animation
fallshootdwn falling attack down animation
crouchaimup transition animation from crouch attack up to crouch idle
crouchaimdwn transition animation from crouch attack downto crouch idle
crouchshootup crouch attack up animation
crouchshootdwn crouch attack down animation
crawlshootup crawling attack up animation
crawlshootdwn crawling attack down animation
crawlslidetoleftshootup crawling strafe (slide) attack to left up animation
crawlslidetoleftshootdwn crawling strafe (slide) attack to left down animation
crawlslidetorightshootup crawling strafe (slide) attack to right up animation
crawlslidetorightshootdwn crawling strafe (slide) attack to right down animation
walkshootupback walking backward attack up animation
walkshootdwnback walking backward attack down animation
runshootupback running backward attack up animation
runshootdwnback running backward attack down animation
crawlshootupback crawling backward attack up animation
crawlshootdwnback crawling backward attack down animation

The following animations deal with injury and dying. Up to 5 animation names can be defined for animation, with the names separated by a space. When the animation is used a random selection from the list of names will be used.

die dying animation(s)
injury injury animation(s)

The player actor will automatically generate transitional animations between various actions. This means that less animations have to be provided in the actor.

Specify the amount of time, in seconds, that the transition animation will play when moving from one animation to another. The following transition times can be defined (default is 1 second if undefined):

idletowalktime = 0.1
idletoruntime = 0.1
walktoidletime = 0.5
runtoidletime = 0.5
crawltoidletime = 0.5
idletocrouchtime = 1
crouchtoidletime = 1
swimtotreadtime = 1
treadtoswimtime = 1
idletotreadtime = 1
treadtoidletime = 1
swimtowalktime = 0.2
walktoswimtime = 1
jumptofalltime = 0.2
jumptotreadtime = 1
falltotreadtime = 1
slidetocrouchtime = 0.5
slidetoidletime = 0.5
falltocrawltime = 0.2
falltojumptime = 0.2
falltowalktime = 0.2
walktojumptime = 0.2
walktocrawltime = 0.2
crawltowalktime = 0.2
idletocrawltime = 0.1

If a transition time of 0 is specified then the actor will use transition animations that you provide, rather than automatically generating them. If no animation is defined then no transition animation will be used. The transition animations you can provide are:

idletowalk
idletorun
walktoidle
crawltoidle
crouchtoidle
idletocrouch
swimtotread
treadtoswim
idletotread
swimtowalk
walktoswim
treadtoidle
jumptofall
jumptotread
falltotread
falltocrawl
falltowalk
falltojump
walktojump
walktocrawl
crawltowalk
idletocrawl
aimtocrouch
crouchtoaim
walktotread
falltorun
crawltorun

[Light]

This section defines the information for the light that the player can carry.

intensity the brightness of the light, range from 0 to 1 (maximum brightness)
minimumradius minimum radius of area covered by light
maximumradius maximum radius of area covered by light. The actual radius of the light will be varied between the minimum and maximum radius' every frame.
minimumcolor minimum RGB values for the color of the light
maximumcolor maximum RGB values for the color of the light, The actual color of the light will be varied between the minimum and maximum RGB values every frame.
lifetime number of seconds that the light will last before starting to fade away. This time is only calculated for the time the light is actually on.
decaytime number of seconds the light takes to fade out after lifetime is exceeded
attachtobone name of the bone in the player actor to attach the light to. If no bone name is provided the light will be positioned at the top of the player actor.
spotlight if true then light is a dynamic spotlight.
arc angle (in degrees) of the spotlight cone.
offsetangles offset angles (in degrees) that the spotlight points away from the bone (or actor) direction.
style falloff style of spotlight where 0 = normal, 1 = soft, 2 = hard

[Misc]

This section deals with miscellaneous information about the player.

attributename the name of the player's attribute that is designated as auto increase, i.e. restores itself over time. The default attribute used, if none is provided, is stamina. If the name used is LightValue the life of the player's light is designated as auto increase.
recoverytime the number of seconds required for the auto increase attribute to increase by 1
attributename0
...
attributename19
the name of the player's attribute that is designated as auto increase, i.e. restores itself over time. The default attribute used, if none is provided, is stamina. If the name used is LightValue the life of the player's light is designated as auto increase.
recoverytime0
...
recoverytime19
the number of seconds required for the auto increase attribute to increase by 1
minimumfalldistance the distance, in texels, that the player must fall before sustaining damage
maximumfalldistance the distance, in texels, that the player must fall to before sustaining max damage
falldamage maximum amount of damage the player can sustain by falling
falldamageattribute attribute that takes damage during a fall; if not specified then 'health' is used by default.
fillcolor color applied to the player actor
ambientcolor color used when applying lighting to the player actor
userange the maximum distance that the Use key will operate at
boxsize the width and depth of the player's bounding box. If no value is entered here the actual actor bounding box is used.
alwaysrun flag to set to always run, the default value for this entry is false.
speedcoeffrun percentage of speed when running (default: 200).
speedcoeffbackward percentage of speed when moving backward (default: 67).
speedcoeffsideward percentage of speed when moving sideward (default: 75).
allowcrouchjump flag to disable crouch jumping
jumpondamage maximum amount of jump on damage; if jumpondamage is 0 or not defined then no damage will occur.
minimumjumpondistance distance to fall before damage occurs
maximumjumpondistance distance after which max damage occurs
jumpondamageattribute attribute to damage
icon CEGUI image used as the conversation icon (set:imageset image:imagename)
mirror1st if true, then show player avatar in mirrors in 1st personview
restartafterdeath if true then restart level after player dies. If false then activate DeathESC trigger.
environmentmapping if true then apply environment mapping to actor material
allmaterial if true apply environment mapping to all actor materials
percentmapping percentage of mapping to apply to material (0 to 100)
percentmaterial percentage of material to use while mapping

If environmentmapping is set to true and allmaterial is false then only those actor materials whose name starts with env_ will have environment mapping applied to them.

[Sounds]

This sections deals with the sounds that the player makes during various actions. Up to 5 sounds can be defined for each action, with the names being separated by a space. When a sound is required a random selection from the list will be taken.

attachtobone name of the bone in the player actor at which the sounds will be played. If no bone name is provided the sound will be positioned at the bottom of the player actor.
die name of the sound file(s) played when the player dies
injury name of the sound file(s) played when the player is injured
land name of the sound file(s) played when the player lands after falling